Cralis wrote:Oooh I like hearing ideas for this. Working on tactical starfire is a little ways off, but it is something we want to get done.
Now about the hows: we can always just do it the way we do in the game:
roll initiative
you move, I move, until all moves are done
I shoot, you shoot, until all shots are done
upkeep choices
Other options?
Back in the '90s we played a lot of games where movement was plotted and simultaneous. Of course, we played SFB and that was the method of the day for that game. So it wasn't a stretch. This is definitely a possibility.
You could do the same thing with combat as well. I know the rules currently allow you to take "some shots" and choose what to do next, but realistically your ship will have shot everything before any sensor/scanner reports will see what happened (or not). So having someone make all combat choices simultaneously would require more planning. It would also force tactical decisions - does my battleship group shoot at 6 corvettes and maybe kill all of them? Or does it shoot at 3 corvettes and guarantee the kills?
And incidentally, it would make the turns go faster.
Keep in mind: what is gained in individual turn times by not bothering with you-move-I-move-repeat is going to be partially lost to wasted fire allocations.
With plotted movement, all movement can be simultaneous due to the turn structure, as there is no interaction left during movement.
Fire, however, is interactive in stranger ways... since damage is immediate.
I can't fire what's already been destroyed, even if destroyed this turn.
In normal play, if my intended target is aready destroyed before this ship shoots, I can shoot a different target. (in plotted, that fire is simply lost... unless a contingency system is in place, but that adds complexity)
In plotted fire with multiplex tracking, I need to account for loss order; that is, if I lose 1 of 3 W's, and had allocated 1 to 1 target, and 2 to another, which one gets dropped?
If I have a ship destroyed before it fires, I should be able to drop it.
A set of fire orders might be:
ES1 -> CA1 2xWg
ES2+ES3+ES4 -> CA1 6xW
CA2 -> CA2 4xF
CA1 -> CA1 2xF -> ES1 1xWr
Just work down the list on each pulse... the "Giving the Initiative Roll Teeth" option becomes even nastier if one doesn't let fire be redirected. It lengthens the game by a turn or more, but reduces turn times.
I personally don't think contingency is worth the extra time, effort, and rules bulk. Let alone the writing.